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4 X$ X3 s0 X: ?- v" Thttp://www.matrixgames.com/forums/tm.asp?m=31850629 F! K" E' I2 X5 P, C" ?, F
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已经共享到岛群QQ和本论坛置顶资源帖; l# i1 ]9 |. P5 {/ Q
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大量更新,详见列表:
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Change History:- {6 ]- n3 ~1 D8 ^% ^: w
V1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)- @3 M. y6 N) P" w
1. Seventh Update – This release is a comprehensive release updating all previous/ q9 x+ S* l$ m# D y1 T9 K
versions to v1.01.17 beta
N; Q+ Z! Q4 Q# I- X) N2. Code Changes
5 R: n2 q# s4 d7 a, GFixed: _) [2 B9 T* w$ B
1. Display of AF/Port icon between player saves based on player's intel. E6 q# \6 W4 c5 U
2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when' T, |: y" [# T
weapon list updated
" d7 d: ~+ @8 T3 _+ ?( ]5 `3. Reported cargo/troop safety values incorrect when no cargo/troop space
7 d& d* H" x, E4. Allow smaller 'reserve' space for small groups on ships
$ h+ \9 b; H8 D+ x: B5. Preserve some more data when swapping fragment and parent to prevent lost of parent3 Y1 m7 u. {' d- [/ e# u% ^
6. Correct attacking plane count before final post-air combat
1 ?1 `" p X; y; n3 w: K0 v7. Pilot promotion may have occured in error sometimes1 g5 e% J6 J6 ?
8. Raid detect message sometimes dropped of the combat report- Y$ y+ N' x4 P4 P, f3 }
9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply
0 T7 A, s6 u% Fgenerally
# _7 j: T2 Y5 K3 U- D4 O10. Some pilot-leader connections were being corrupted
" S2 N* _, K8 [0 k+ a11. Movement bug with following units due to incorrect move indicator. Seems to fix a few
" n$ u' h( B( n1 x) Rother move issues due to the incorrect indicator
: \3 K0 B5 R# o8 p12. Wrong ship sometimes reported in Ops report for TF movement which causes some* V+ K* ?+ Z5 v
damage
; b& E H' m7 t1 j2 Z- |13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool, D4 g& b( v+ }6 l: h) f7 @2 Y
14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the
: }( N% N1 H7 k! bdate sort5 z! R' B6 o. I8 ^7 P! x& M) N
15. ASW groups not allowed to attack sometimes
: W& t/ b* b8 } l, D5 C16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing
: n5 D& v" X1 R* \# GHQ/LCU to jump to reinforcement queue. V$ g4 y0 S( t" u1 q( y
17. Bug in bomber intercept if too many rounds of fighter v fighter combat3 g6 v3 Z2 E, ?2 p# Z
18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed
; u& c% u6 w% {0 S% c& Cat start of AE but crept back in sometime during updates
3 O9 M1 s4 Q- }6 Z0 A5 O2 v1 S19. Removed the fragment/parent swap during a TF unload as it could often orphan the
% F9 I$ L+ z. D$ E8 i; afragment.
2 K* F4 b* q* p( X20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade' F3 x4 W9 D" L( b
21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not) J6 Q: R& R3 g! |4 j( S
short scenario). This was fixed in a previous patch but only for one of the VCs, not the full
" O2 p- A) x+ I$ E5 {. ]! wset
9 h0 g7 ]7 ^1 ]/ n( h" h1 u3 b22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base W i" s$ X: }! O2 h/ Y
23. Enabled 'z' to speed up all animations; was commented out in a few animation replays" d- W' p/ L. \: D$ L& g: w# L) y/ K
24. Bug caused F/FB to sometimes bomb at low altitude
/ o1 f% O2 H% U6 n: @0 Z25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not
4 v8 A# {, r; b, E1 e" ~# o7 Xoccurring properly.
* d: _0 G7 w( c7 e: W26. Bug in Industry 'failed' indication not showing properly sometimes6 H( V, @" Y" g4 O" i; `% U: C
27. Location check at scenario load to include small map sceanrios
+ N! Y) m! ]" G1 e28. Bug in air supply to fragments in a non-friendly base hex
/ a" {4 H8 i9 U* E2 l29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was
3 i4 ?4 m" k" ]' Y, u+ W4 `# Qbeing set to homebase before execution of the mission – ie was returning to base! q: j9 D# p- ?' b' O
immediately
+ B% X4 m4 s. |! o! u1 K* u% h30. Error in Strategic map display
& \+ \3 o3 e+ v! a' J1 S7 t3 D4 F31. Additional and stockpile options were not turned off when base was captured" |- [+ R5 y( j. M1 K4 G
32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on( P; F$ I) {( ]( Y5 @4 |0 U( l3 z
mouse over
- O% w/ w5 A% l8 L* z- L2 W33. Army experience being gained when not 100% prepared as per manual; changed to allow" e) v. n( a: G/ N& E- f% K! V% X
chance to gain experience if >75% prepare and < 50% national exp level0 I2 @6 C7 p! S7 `9 y
34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to: h0 d- o; A, {. ^- K; t2 l; b" S
alleviate the incorrect experience gaining happening while in reinforcement queue" Z" i! D9 b$ |2 H3 ~
35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –. R9 d) H' h: g2 i0 j9 B; q
caused unit to jump “off-rail” and move overland
6 |+ X+ l. L, C4 x36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ
3 ]+ j0 C5 U1 z/ m& G37. Excessive accident messages on unload from TF reported
* \' U" h; l5 [( A, M38. Reworked editor sub-unit merging as some devices could drop off the unit list when
8 V. c/ e" r1 ^% j4 M- l; X' Xmerged causing smaller size unit than expected
% `2 {# d5 S2 ]5 h9 Q39. Corrected possible TOE error in scenario data load for inactive units
3 |: J2 W3 ^8 m( y. `40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can: ~& E }0 v7 O5 a6 [2 X
however be allowed to do this.* G$ k7 B# B6 ~% |3 \
41. Possible CTD if sinking ship's load was a group
# L$ M% y8 N/ |42. Limit the number of devices built from resources per unit during LCU replacements; this. u- n7 {# K y4 t' q
was causing an over production for that turn
* P* U9 X( |0 d& O43. Retain day/night setting when creating group fragments$ ^' I# ~- M9 j6 H" d3 z( k! a
44. Adjusted supply and fuel values in base list not to overrun the space
) m2 s+ d* A6 M! V) B; P* a45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but7 x2 p& j5 E$ O% f& @, j9 l
added YMS to Sweep TF in line with manual and code, N% Q7 J% {$ y0 Y6 D
46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the! n9 a0 k( O U0 b& g! ]
rule relates to the abundance of manpower and is not covered by replacement pool. Normal
' f, o0 m% l: _ zrebuilding of destroyed units is not affected by this.
$ W& y5 R; V& F3 T$ Y$ f47. Carrier capable and trained text not showing together on Group screen
. Z: m+ W" Z8 K6 e9 Z5 Y* g+ O H48. Handle any blank re-name changes by ignoring them
( d8 C/ V7 S' u* c$ p49. Possible CTD when air fragments combine
/ T2 h9 Q' N, O l+ Q3 J50. Unloading TF can freeze a LCU onto a ship under some conditions' i/ w5 p! m) w
51. AI not behaving if main HQs missing (affects small map mainly)
2 x ` y$ d2 D5 r( _' u t52. AI using AGC for normal land units – removed from TF if not needed
( n4 G r& z# B+ o6 ]8 p7 q9 X8 p53. Soviet activation message not in Ops report
6 S" n X. c: E7 p54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range
8 a( y1 t% o! g: [55. Clear Soviet air balance if not activated. Possible incorrect base switching- T# w# r L. G% @( _, K% l" D
56. Sub attack against docked TF not happening for port size <3: ~# x2 V# k$ ]! X& a% [$ j
57. Unit type changing unexpectantly `1 u! B4 n1 s6 M' U
58. Torpedo replacement on plane sometimes is missed
3 Y) s) x/ |8 ?. U, W: r# X59. Double handling of overstacked supply requirements9 b$ w( `4 W" r# g, F7 c! U
60. Fixed alternate weapons for port attacks0 Y# \! [% J3 d
61. Corrected weapon system damage to show after combat on ships in port rather than wait till& E3 y7 S7 a6 J: W* W% k( ]% N
sometimer in the ship repair cycle.
, m$ Z. |# O; N2 g! [# F62. Ship tonnage over 32K could cause repairs to fail
' \5 c0 Z, g0 O1 J# c' GNew) ?$ C1 ?( c2 t. c
1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the
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2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.. d& D- [7 |1 B# _; k
Tenders not counted
( V6 }9 T; F1 X- M' p' I# F+ @9 @3. When showing mine device on ship, show '!' next to mine ammo if can reload at base# Z2 J$ R4 H& m& q
4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method6 V$ t% B; v1 E7 U
to remove damaged ships from TF! A# c$ w; \; l& X3 x
5. New filter for “non-building” devices in Industry pool screen9 M5 ?9 [( s: d* [+ p) |
6. New filter for “non-building” aircraft in Air Replacement pool screen/ j, u; l, _; @ I5 Z. ]
7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy
6 t1 f: K" K3 d! E" l2 |mines (^) detected
5 Y1 {6 v1 V9 e3 M& A8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the$ `( j4 ^! _" [# D$ d. h4 d. ~" c' A
‘button6..’ image files, then these will be shown. If not, by default there are shown as
' s) o/ E! j6 ~% M, x, Fstandard parachute unit icons
% C% O; K! |( a% E9 t0 }' z9. Air/port damage and building is shown in base mouse over
: O2 e- s8 U$ m0 C! @10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on( |2 m8 K$ x6 k9 H8 X
11. TF can be routed to stay within coastal hexes as much as possible& ~$ v, M2 F s7 y, }" J) u5 a
12. On Top Pilot screen show the 'ace' cut-off value if more than 1
5 |. F( M- B( J# Q5 O* M13. Added option on group and LCU reinforcement screen to turn off replacements- ^' x- \: A: \4 i& w( T* K6 i
14. Current base can get supply returned to it when reserve planes returned which were
- h" S* l$ ]: u- M4 n2 B4 a' @originally supplied from another base/ R8 u) o/ [$ l9 D( d
15. Unit type filter on Troop Loading screen! z1 S B3 d! i7 I( Y9 V, C3 K
16. Report killed ground units if not in combat report
5 s) I$ i) L p, RChanged
. e7 v0 r+ J/ K0 ]1. AF of 8+ have AV support doubled for purposes of determing support for air operations! P/ x* ~, {% n) z% E
(complements fix 18 above)
- \0 _8 a X% S% m2. Permanently increased pilot array to 70K
0 l2 h! r2 D+ s% H3. Increased number of air combat rounds are a factor of total aircraft involved4 U" I, a( T l( @2 h! V
4. Allowed submap to submap movement if land connected for land units. Should have been
) ]* ^" b4 n! m* I# Z& ~ L* _so as per Andrew Brown
0 `9 x, L* F# C6 i& I" Q5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message) U' q. `0 w9 E$ b
delay toggle instead
- y% K6 M9 O2 A% H6. Aircraft being grounded for maintenance factors in durability also. This will spread out the1 ]( {$ U' E8 L4 P& A
maintenace a bit more
: J3 b- H! L2 R( S, @- @$ |* D7. Support device replacements won't decrease the overall experience of LCU units. This does& {5 u3 t* }, y3 T
not alter the overall EXP change due when any replacements are received.
/ }" n8 w' g" {2 d) a8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction+ ^7 ^8 C; i' z1 r" b* p- t: x
between the two but could break current games.# Z$ r' {! t; A: w, @1 v# ^' q
9. Some LCU Prep points may be retained if unit is experienced
. T, [: y/ f' h% T: w% Z0 n8 }Notes2 V% ~4 }- R$ p' z) ], A$ Q
1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario1 s6 z% T N) N) @" l) v% w
should not change player or HQ, even if not in play. These original HQs are used by the AI
3 b9 p2 P! k4 nroutines so changing or deleting them can put the AI off. Changing other elements should. o8 q1 h# z0 |5 n: q1 N
be okay.
( F3 ?, s8 ^5 O2 B$ A; G" P4 _2. Clarification to weapon filters for aircraft:8 a- P6 E$ A7 d6 f2 @: k
PM_NAVAL_ATTACK 2 // used for naval attacks
/ }7 g$ {& ], fPM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)
' g- D/ L* h' I2 b! RPM_LAND_ATTACK 8 // used for land (ground) attack
, V3 E, Z a: R: y8 |PM_PORT_ATTACK 16 // used for port attack4 \3 X w3 S( E% Q" S# w
PM_AF_ATTACK 32 // used for AF attack; H C# ?" c+ q' }
Dropped any reference to secondary values for land and AF as they served no special use.
, ]3 [5 K; S' z. y. ]' }* y! kClarification changes
& B% U/ @7 r" {$ E m) S+ ^% n ~1. Some clarification and changes in regard to use of the Soviet Motherland bases. These, {- `; C4 h0 ]& h& r- ~
bases are those defined as having an original Soviet hex ownership of SOV_UNION (90),) K' d! Q; G3 z' D; c! q ~: G2 D' Z
MONGOLIA(91) or TANNU_TUVA(92).
" t: {6 }5 U9 d: k! ^! r; ua. Allied non-Soviet groups can't transfer to Soviet Motherland bases+ Z( L7 o8 `- @5 z" U
b. Allied non-Soviet LCUs can't move into Soviet Motherland hexes' ~5 i+ J, M) S; l: V* u0 F
c. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases, e* l# |" m, ~& \% Y8 P' h
after Soviets are activated, but can’t move! P9 C1 J: q7 ^; @, `% f5 {
d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if
) y; }; t" F2 Z- e7 b( X( udisbanded in port.' D: Z* V. u7 F7 v2 c+ f
e. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently# R6 G5 [! q% e6 x6 H0 o% |, `
f. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |